[share_ebook] A Theory of Fun for Game Design
作者: Raph Koster
日期: Nov. 6, 2004
ISBN: 978-1932111972
页数: 256
出版社: Paraglyph Press
标签: 多媒体
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图书介绍
A Theory of Fun for Game Design
Review
"I expect this book to become an instant classic, fascinating to anyone who has ever made or played a game." -- Noah Falstein, Freelance Game Designer/Writer/Producer
"Raph Koster offers a road map for how to make games an even more expressive medium." -- Henry Jenkins, Director, MIT's Comparative Media Studies Program.
"Raph's focus on finding new ways to communicate complex design issues has been an incredible benefit to game developers" -- David Perry, President Shiny Entertainment (Atari, Inc.)
"You've written a wonderful starting point for research and many future dinner conversations!" -- Cory Ondrejka, VP, Linden Lab
A book about fun which is actually fun to read. It reminds me of Scott McCloud's Understanding Comics. -- Henry Jenkins, Director, MIT's Comparative Media Studies Program
A thoughtful take on how and why games are fun (and important)... chock full of insights, jokes and asides. -- Robin Hunicke, Northwestern University
Does for games what Understanding Comics did for sequential art. -- Cory Doctorow, Author of Eastern Standard Tribe and Down and Out in the Magic Kingdom, co-editor of Boing Boing
Everyone from professional game developers to those who want to understand why we play games will enjoy this book. -- Cory Ondrejka, Vice President, Linden Lab
Product Description
Authored by Raph Koster, Chief Creative Officer of Sony Online Entertainment, this brilliantly illustrated book is a storyboard filled with inspirational ideas for all designers. As Will Wright (co-creator of SimCity 2000 and SimCopter) states in his foreword, "Raph forages across wide intellectual landscapes and then returns to share what he’s discovered with the rest of us…. He has filtered out a treasure trove of useful and relevant nuggets from a career’s worth of his own research."A Theory of Fun for Game Design features a novel way of showing interactive designers how to improve their designs to incorporate the highest degree of fun. This book will truly inspire and challenge game designers, as well as artists and designers from all segments of the industry. The unique format of A Theory of Fun, with engaging text and thought-provoking illustrations, will ensure that this book becomes a classic text for designers. Already endorsed by major players in the gaming world – such as BoingBoing, Noah Falstein, and Henry Jenkins of MIT – A Theory of Fun covers such essential topics as:
• Why some games are fun and others boring • Why making a game too hard—or too easy—is a mistake • Why games have to balance deprivation and overload, order and chaos, silence and noise • The difference between designing content and creating an experience • Why both adults and children like to play games • How playing a game and learning are connected • The ethics of entertainment
Rapidshare Link
http://rapidshare.com/files/350603650/A_Theory_Of_Fun_In_Game_Design.pdf
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Comments
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Kathleen Sindorf @ 2010-11-03 06:51:20, email hidden
Hi! I'm trying to find out where I could get a desktop copy of this book to review as a possible textbook for a university class in "Video Gaming" next semester. Could you please let me know? Thanks!

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